34,469 research outputs found

    Visual tracking for multimodal human computer interaction

    Full text link

    Effect of Tactile Feedback on Performance

    Get PDF
    Humans interact with their environment by obtaining information from various modalities of sensing. These various modalities of sensing combine to facilitate manipulation and interaction with objects and the environment. The way humans interact with computers mirrors this environmental interaction with the absence of feedback from the tactile channel. The majority of computer operation is completed visually because currently, the primary feedback humans receive from computers is through the eyes. This strong dependence on the visual modality can cause visual fatigue and fixation on displays, resulting in errors and a decrease in performance. Distributing tasks and information across sensory modalities could possibly solve this problem. This study added tactile feedback to the human computer interface through vibration of a mouse to more accurately reflect a human\u27s multi-sensory interaction with their environment. This investigation used time off target to measure performance in a pursuit-tracking task. The independent variables were type of feedback with two levels, (i.e., tactile feedback vs no tactile feedback) and speed of target at three different levels, (i.e., slow, medium, and fast). Tactile feedback improved pursuit-tracking performance by 6%. Significant main effects where found for both the speed and feedback factors, but no significant interaction between speed and feedback was obtained. This improvement in performance was consistent with previous research, and lends further support to the advantages multimodal feedback may have to offer man-machine interfaces

    SALSA: A Novel Dataset for Multimodal Group Behavior Analysis

    Get PDF
    Studying free-standing conversational groups (FCGs) in unstructured social settings (e.g., cocktail party ) is gratifying due to the wealth of information available at the group (mining social networks) and individual (recognizing native behavioral and personality traits) levels. However, analyzing social scenes involving FCGs is also highly challenging due to the difficulty in extracting behavioral cues such as target locations, their speaking activity and head/body pose due to crowdedness and presence of extreme occlusions. To this end, we propose SALSA, a novel dataset facilitating multimodal and Synergetic sociAL Scene Analysis, and make two main contributions to research on automated social interaction analysis: (1) SALSA records social interactions among 18 participants in a natural, indoor environment for over 60 minutes, under the poster presentation and cocktail party contexts presenting difficulties in the form of low-resolution images, lighting variations, numerous occlusions, reverberations and interfering sound sources; (2) To alleviate these problems we facilitate multimodal analysis by recording the social interplay using four static surveillance cameras and sociometric badges worn by each participant, comprising the microphone, accelerometer, bluetooth and infrared sensors. In addition to raw data, we also provide annotations concerning individuals' personality as well as their position, head, body orientation and F-formation information over the entire event duration. Through extensive experiments with state-of-the-art approaches, we show (a) the limitations of current methods and (b) how the recorded multiple cues synergetically aid automatic analysis of social interactions. SALSA is available at http://tev.fbk.eu/salsa.Comment: 14 pages, 11 figure

    Emerging research directions in computer science : contributions from the young informatics faculty in Karlsruhe

    Get PDF
    In order to build better human-friendly human-computer interfaces, such interfaces need to be enabled with capabilities to perceive the user, his location, identity, activities and in particular his interaction with others and the machine. Only with these perception capabilities can smart systems ( for example human-friendly robots or smart environments) become posssible. In my research I\u27m thus focusing on the development of novel techniques for the visual perception of humans and their activities, in order to facilitate perceptive multimodal interfaces, humanoid robots and smart environments. My work includes research on person tracking, person identication, recognition of pointing gestures, estimation of head orientation and focus of attention, as well as audio-visual scene and activity analysis. Application areas are humanfriendly humanoid robots, smart environments, content-based image and video analysis, as well as safety- and security-related applications. This article gives a brief overview of my ongoing research activities in these areas

    EyeSpot: leveraging gaze to protect private text content on mobile devices from shoulder surfing

    Get PDF
    As mobile devices allow access to an increasing amount of private data, using them in public can potentially leak sensitive information through shoulder surfing. This includes personal private data (e.g., in chat conversations) and business-related content (e.g., in emails). Leaking the former might infringe on users’ privacy, while leaking the latter is considered a breach of the EU’s General Data Protection Regulation as of May 2018. This creates a need for systems that protect sensitive data in public. We introduce EyeSpot, a technique that displays content through a spot that follows the user’s gaze while hiding the rest of the screen from an observer’s view through overlaid masks. We explore different configurations for EyeSpot in a user study in terms of users’ reading speed, text comprehension, and perceived workload. While our system is a proof of concept, we identify crystallized masks as a promising design candidate for further evaluation with regard to the security of the system in a shoulder surfing scenario

    Machine Understanding of Human Behavior

    Get PDF
    A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should be about anticipatory user interfaces that should be human-centered, built for humans based on human models. They should transcend the traditional keyboard and mouse to include natural, human-like interactive functions including understanding and emulating certain human behaviors such as affective and social signaling. This article discusses a number of components of human behavior, how they might be integrated into computers, and how far we are from realizing the front end of human computing, that is, how far are we from enabling computers to understand human behavior
    • …
    corecore